Game achievements system

ABSTRACT

Systems and method for providing a game achievements system where players are rewarded with game achievements based on mastering certain in-game facets of the games they play. Each game achievement may be conveyed in a profile as a badge or trophy, title, description, date, etc. Players may also accumulate points based on game achievements. A display interface may be made available such that a player may see his achievements and total points, as well as those of others.

COPYRIGHT NOTICE/PERMISSION

A portion of the disclosure of this patent document contains material,which is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patent documentor the patent disclosure, as it appears in the Patent and TrademarkOffice patent files or records, but otherwise reserves all copyrightrights whatsoever. The following notice applies to the software and dataas described below and in the drawings hereto: Copyright ©2004,Microsoft Corporation, All Rights Reserved.

FIELD OF THE INVENTION

This invention generally relates to the field of gaming and multimediadevices. In particular, the present invention is directed to a systemand method of defining and creating game achievements that may be usedto convey a player's skill.

BACKGROUND OF THE INVENTION

Conventional gaming systems include a concept of unique identity, whichwas intended to increase player satisfaction and create a sense ofcommunity. However, while the conventional unique identity does minimizethe effort required to play online, the unique identity failed toaccomplish these goals. One reason for this problem is that multipleplayers often share an identity because there is no easy way formultiple players to identify themselves on a shared gaming device. Thiscreates confusion as a player using a particular identity during anonline gaming session, may not be the same player in the next session orfrom the previous session.

Further, conventional identities have failed to provide a method forconveying information about players other than a limited set of gameachievements and fail to convey information about offline achievements.Thus, it is difficult to learn more about a player through theconventional unique identity. Therefore, there is a need for a uniqueidentity that is rich and includes game achievements from both offlineand online contexts to convey a player's skill. Further, theachievements should be weighted such that excelling in more difficultgames results in a higher achievement level. The present inventionprovides such a solution.

SUMMARY OF THE INVENTION

The present invention is directed to a system and methods for providinga game achievements system. In accordance with the present invention,players are rewarded with game achievements based on mastering certainin-game facets of the games they play. Each game achievement may beconveyed in a profile as a badge or trophy, title, description, date,etc. Players may also accumulate points based on game achievements. Adisplay interface may be made available such that a player may see hisachievements and total points, as well as those of others.

In accordance with an aspect of the invention, there is provided amethod of providing a game achievements system in an online gamingenvironment. The method includes defining system achievements; receivingdefinitions of predetermined in-game achievements; tracking playeractivity to capture occurrences of the system achievements and thepredetermined in-game achievements; and aggregating occurrences of thesystem achievements and the predetermined in-game achievements duringgame play into a profile associated with a user.

In accordance with features of the invention, the method may includeassigning a predetermined number of points to each system achievement,aggregating the predetermined number of system achievement points intothe profile, and maintaining an aggregate number of points for theprofile. Also, the method may include assigning a predetermined numberof points to each in-game achievement, and aggregating the predeterminednumber of in-game achievement points into the profile.

In accordance with the invention, the predetermined number of points maybe a weighted valued based on a total number of points available.Further, the total number of points assigned to in-game achievements fora specified game may be determined in accordance with a difficulty ofthe specified game. However, it may be desirable to fix the total numberof points assigned to the system achievements for all games.

A display user interface may be provided where the profile is publishedfor viewing. The display may show the aggregate number of points withina profile.

In accordance with another aspect of the invention, there is provided asystem for providing game achievements in an online gaming environment.The system includes an offline player achievement tracking mechanismthat tracks offline player activity during periods when a player is notcommunicatively connected to the online gaming environment, an onlineplayer achievement tracking mechanism that tracks online player activityduring online sessions with the online gaming environment, and anaggregation mechanism that receives data regarding offline playeractivity and the online player activity and aggregates the offlineplayer activity and the online player activity into a player profile.

Additional features and advantages of the invention will be madeapparent from the following detailed description of illustrativeembodiments that proceeds with reference to the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

The foregoing summary, as well as the following detailed description ofpreferred embodiments, is better understood when read in conjunctionwith the appended drawings. For the purpose of illustrating theinvention, there is shown in the drawings exemplary constructions of theinvention; however, the invention is not limited to the specific methodsand instrumentalities disclosed. In the drawings:

FIG. 1 is a block diagram showing a gaming console in which aspects ofthe present invention may be implemented;

FIG. 2 illustrates an exemplary architecture in which the presentinvention may be implemented;

FIG. 3 illustrates sources of information that provide input to a GamerProfile;

FIG. 4 illustrates an exemplary game achievements display user interfaceconfiguration;

FIG. 5 illustrates the aggregation of game achievements; and

FIG. 6 illustrates a developer user interface to specify in-gameachievements.

DETAILED DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS

FIG. 1 illustrates the functional components of a multimedia/gamingconsole 100 in which certain aspects of the present invention may beimplemented. The multimedia console 100 has a central processing unit(CPU) 101 having a level 1 cache 102, a level 2 cache 104, and a flashROM (Read Only Memory) 106. The level 1 cache 102 and a level 2 cache104 temporarily store data and hence reduce the number of memory accesscycles, thereby improving processing speed and throughput. The CPU 101may be provided having more than one core, and thus, additional level 1and level 2 caches 102 and 104. The flash ROM 106 may store executablecode that is loaded during an initial phase of a boot process when themultimedia console 100 is powered ON.

A graphics processing unit (GPU) 108 and a video encoder/video codec(coder/decoder) 114 form a video processing pipeline for high speed andhigh resolution graphics processing. Data is carried from the graphicsprocessing unit 108 to the video encoder/video codec 114 via a bus. Thevideo processing pipeline outputs data to an A/V (audio/video) port 140for transmission to a television or other display. A memory controller110 is connected to the GPU 108 to facilitate processor access tovarious types of memory 112, such as, but not limited to, a RAM (RandomAccess Memory).

The multimedia console 100 includes an I/O controller 120, a systemmanagement controller 122, an audio processing unit 123, a networkinterface controller 124, a first USB host controller 126, a second USBcontroller 128 and a front panel I/O subassembly 130 that are preferablyimplemented on a module 118. The USB controllers 126 and 128 serve ashosts for peripheral controllers 142(1)-142(2), a wireless adapter 148,and an external memory device 146 (e.g., flash memory, external CD/DVDROM drive, removable media, etc.). The network interface 124 and/orwireless adapter 148 provide access to a network (e.g., the Internet,home network, etc.) and may be any of a wide variety of various wired orwireless adapter components including an Ethernet card, a modem, aBluetooth module, a cable modem, and the like.

System memory 143 is provided to store application data that is loadedduring the boot process. A media drive 144 is provided and may comprisea DVD/CD drive, hard drive, or other removable media drive, etc. Themedia drive 144 may be internal or external to the multimedia console100. Application data may be accessed via the media drive 144 forexecution, playback, etc. by the multimedia console 100. The media drive144 is connected to the I/O controller 120 via a bus, such as a SerialATA bus or other high speed connection (e.g., IEEE 1394).

The system management controller 122 provides a variety of servicefunctions related to assuring availability of the multimedia console100. The audio processing unit 123 and an audio codec 132 form acorresponding audio processing pipeline with high fidelity and stereoprocessing. Audio data is carried between the audio processing unit 123and the audio codec 132 via a communication link. The audio processingpipeline outputs data to the A/V port 140 for reproduction by anexternal audio player or device having audio capabilities.

The front panel I/O subassembly 130 supports the functionality of thepower button 150 and the eject button 152, as well as any LEDs (lightemitting diodes) or other indicators exposed on the outer surface of themultimedia console 100. A system power supply module 136 provides powerto the components of the multimedia console 100. A fan 138 cools thecircuitry within the multimedia console 100.

The CPU 101, GPU 108, memory controller 110, and various othercomponents within the multimedia console 100 are interconnected via oneor more buses, including serial and parallel buses, a memory bus, aperipheral bus, and a processor or local bus using any of a variety ofbus architectures. By way of example, such architectures can include aPeripheral Component Interconnects (PCI) bus, PCI-Express bus, etc.

When the multimedia console 100 is powered ON, application data may beloaded from the system memory 143 into memory 112 and/or caches 102, 104and executed on the CPU 101. The application may present a graphicaluser interface that provides a consistent user experience whennavigating to different media types available on the multimedia console100. In operation, applications and/or other media contained within themedia drive 144 may be launched or played from the media drive 144 toprovide additional functionalities to the multimedia console 100.

The multimedia console 100 may be operated as a standalone system bysimply connecting the system to a television or other display. In thisstandalone mode, the multimedia console 100 allows one or more users tointeract with the system, watch movies, or listen to music. However,with the integration of broadband connectivity made available throughthe network interface 124 or the wireless adapter 148, the multimediaconsole 100 may further be operated as a participant in a larger networkcommunity.

When the multimedia console 100 is powered ON, a set amount of hardwareresources are reserved for system use by the multimedia consoleoperating system. These resources may include a reservation of memory(e.g., 16 MB), CPU and GPU cycles (e.g., 5%), networking bandwidth(e.g., 8 kbs), etc. Because these resources are reserved at system boottime, the reserved resources do not exist from the application's view.

In particular, the memory reservation preferably is large enough tocontain the launch kernel, concurrent system applications and drivers.The CPU reservation is preferably constant such that if the reserved CPUusage is not used by the system applications, an idle thread willconsume any unused cycles.

With regard to the GPU reservation, lightweight messages generated bythe system applications (e.g., popups) are displayed by using a GPUinterrupt to schedule code to render popup into an overlay. The amountof memory required for an overlay depends on the overlay area size andthe overlay preferably scales with screen resolution. Where a full userinterface is used by the concurrent system application, it is preferableto use a resolution independent of application resolution. A scaler maybe used to set this resolution such that the need to change frequencyand cause a TV resynch is eliminated.

After the multimedia console 100 boots and system resources arereserved, concurrent system applications execute to provide systemfunctionalities. The system functionalities are encapsulated in a set ofsystem applications that execute within the reserved system resourcesdescribed above. The operating system kernel identifies threads that aresystem application threads versus gaming application threads. The systemapplications are preferably scheduled to run on the CPU 101 atpredetermined times and intervals in order to provide a consistentsystem resource view to the application. The scheduling is to minimizecache disruption for the gaming application running on the console.

When a concurrent system application requires audio, audio processing isscheduled asynchronously to the gaming application due to timesensitivity. A multimedia console application manager (described below)controls the gaming application audio level (e.g., mute, attenuate) whensystem applications are active.

Input devices (e.g., controllers 142(1) and 142(2)) are shared by gamingapplications and system applications. The input devices are not reservedresources, but are to be switched between system applications and thegaming application such that each will have a focus of the device. Theapplication manager preferably controls the switching of input stream,without knowledge the gaming application's knowledge and a drivermaintains state information regarding focus switches.

The present invention is directed to a “Gamer Profile,” which serves asa building block for services and applications that aim to create asocial community of gamers and grow relationships among players. Inaccordance with the present invention, the Gamer Profile is the entiretyof information (e.g., metadata) related to a specific user (i.e., thegamer's digital identity). The Gamer Profile is developed from a set ofservices that collect and expose this information in a meaningful way tothe community. The Gamer Profile also provides for personalization suchthat users can customize and enhance their gaming experience. As will bediscussed in greater detail below, the Gamer Profile consists of variouscomponents, including, but not limited to, a Gamercard, gameachievements, and gamer preferences.

Referring to FIG. 2, there is illustrated an overview of an exemplaryarchitecture that may be used to implement the Gamer Profile. Theconsole 100 interacts with a remote service 158 that provides services160 such as voice/chat, a friends list, matchmaking, content download,roaming, feedback, tournaments, voice messaging, and updates to games.The service 158 also maintains the Gamer Profiles in a profile database162 and configuration data 164 used by the services 160 and games 154.The service 158 collects Gamer Profiles, aggregates, processesinformation supplied by other services 160, and fulfills real-timeclient requests for retrieving Gamer Profile-related services. The GamerProfiles in the database 162 are also used by the games 154 to enable,among other things, personalization and customization, etc.

Using the console 100, the user may interact with a guide 156. The guide156 provides an interface where the user may navigate to, and enter,various online areas and options provided by the service 158. Theconfiguration data 164 stored by the service 158 may be used todetermine features and options provided by the guide 156. When the game154 is running, a defined set of APIs are used to call and interact withthe services 160. When requesting Gamer Profile information via theAPIs, the game 154 may pass a unique identifier of a user. The service158 may return a Gamercard (discussed below), game stats, gameachievements, affiliations, game settings. etc. Additional details ofthe various aspects of the exemplary architecture are provided below.

The console 100 includes an offline tracking mechanism 157 that tracksoffline player activity during periods when a player is notcommunicatively connected to the service 158. The tracker/aggregator 157tracks offline player activity during offline sessions and aggregatesthat data with the online player activity into the Gamer Profile 166.

Referring to FIG. 3, the Gamer Profile 166 is created when a usercreates a profile (selected from the guide 156) and chooses his/herunique Gamertag (a user's unique name), tile (picture/avatar associatedwith the user) other options during an account sign-up phase. Fromthere, a base Gamer Profile 166 is created. The Gamer Profile 166 maythen be populated from several sources. For example, the Gamer Profile166 may include self-described data 168 from the Gamer Profile owner.Other gamers 170 can provide feedback regarding the Gamer Profile owner.The service 158 may track the gamer's online and offline activity. Inaddition, the games 154 may report the gamer's statistics and gameachievements.

The owner of Gamer Profile can edit his/her Gamer Profile 166 directlyand control who can view each section of the Gamer Profile. The GamerProfile 166 may be edited via general fields (e.g., tile, country,language, gender, greeting, etc.) and/or system settings (e.g., voiceoutput, controller vibration, character name, game format, game mode,etc.). Privacy/Opt-out Settings can be tuned for the Gamer Profile to,e.g., restrict presence information only to friends, allow gameachievements to be visible to all, etc.

The Gamer Profile 166 may include feedback provided by other players170. Feedback helps others learn about a particular gamer. For example,if the gamer uses foul language or aggressive play in game sessions,other gamers may submit feedback to the service 158. The feedbackmechanism improves the user experience by building reputations. Playersare therefore anonymous, but not unknown because of the accumulatedfeedback.

As noted above the Gamer Profile 166 may be used for customization andpreference setting on a global level, as well as a per game level. Gamerpreferences aid games 154 in choosing defaults for common settings suchas game profile name, controller inversion and controller vibration,etc. For example, if a gamer likes using an inverted controller, thispreference will be used for new titles as they are played. Games 154have access to Gamer Profiles via the database 162 and services 160. Inaddition, game usage data can be mined to tune the game 154 to theuser's particular preferences and game features updated after theinitial game launch.

As noted above, the Gamer Profile 166 conveys, among other things, gameachievements. Players will be rewarded with game achievements basedmastering certain in-game facets of the games they play. Each gameachievement may be conveyed in the Gamer Profile 166 as, e.g., a badgeor trophy, title, description, date, etc., as shown in FIG. 4. Games maysupply a screen snapshot or some other rich media captured at the momentthe player earned a given achievement. This too may be displayed as partof the Gamer Profile 166. Players will accumulate gamer Cred (apoints-based reward system) based on game achievements. As shown in FIG.4, the player has a gamer Cred of 290. The display interface of FIG. 4may be made available within the console 100 or via, e.g., a webbrowser, etc.

Referring to FIG. 5, there is illustrated the overall relationship ofthe game achievements and gamer Cred in accordance with the presentinvention. The player's total gamer Cred is an aggregation of gamer Credawarded through the play of one or more games (e.g., Title A and TitleB). Each game may award up to a certain amount of game Cred (e.g., 200)that is divided into game-defined achievements and standard systemachievements.

For example, referring to the user interface FIG. 6, Title A may be arelatively easy game to master and may award a total of 100 game-definedgamer Cred points. Within Title A, there may be several achievements(e.g., Campaign completed on hardest, multiplayer level 10, etc.) Therelative weight of each of the achievements is set based on the totalweight (e.g., Campaign completed on hardest is 10/36 or 27.8%). If aplayer completes this achievement, then the player may be awarded 27.8%of the 100 total gamer Cred points, or 28, rounded to the nearestinteger value. A player is preferably credited with an achievement onlyonce.

The standard system achievements make up the remaining 100 points in theexemplary embodiment. The standard system achievements may be applied toall games. They may include achievements such as a first sign-in to atitle, completing a first session with a game, completing a first hourof a game, completing 100 sessions with a game, completing 10 hours witha game, completing a game, etc. Other system achievements may be definedas necessary. The system achievements may be weighted such that a firstsign-in is awarded a relative few points, whereas completing 100sessions is awarded a higher number points.

Developers may use a tool that include user interface of FIG. 6 todescribe their game. The tool may create a configuration file that asystem application on the console 100 reads when the game is loaded, aC++ header file that game code can compile against, and an XML file thatis used for configuration, creation of tables, creation storedprocedures, and creation of leader boards.

Although Title A and Title B can award 200 gamer Cred points, moredifficult games may award 500 or 1000 (or some other number) of gamerCred points. The total amount to be awarded on a per game basis ispreferably set by the online service 158 and is not editable by thedevelopers. This will maintain fairness and avoid the situation whereGame X wants to increase sales by making the total number of gamer Credpoints available a significantly higher number than other games.

Thus, the present invention provides a balanced game achievements systemby weighting the difficulty of the achievements and the games. Inaddition, because the aggregation of game Cred is abstracted from thegame to the console 100, the likelihood that a hacker or developer canover-value achievements to inflate a player's gamer Cred is reduced.

While the present invention has been described in connection with thepreferred embodiments of the various Figs., it is to be understood thatother similar embodiments may be used or modifications and additions maybe made to the described embodiment for performing the same function ofthe present invention without deviating therefrom.

1. A method implemented at least in part by a console comprising a central processing unit (CPU), the method comprising steps of: defining a system achievement, wherein the system achievement is achievable via game play in both a first game and a second game associated with a gaming environment, and a predetermined number of system achievement points are awarded for the system achievement; receiving a definition of a first in-game achievement for completing a goal in the first game and a second in-game achievement for achieving a goal in the second game, wherein the first in-game achievement is not achievable via game play of the second game and the second in-game achievement is not achievable via game play of the first game, the first in-game achievement being assigned a first number of in-game achievement points and the second in-game achievement being assigned a second, different number of in-game achievement points; receiving a first maximum number of gamer points achievable for the first game, the first maximum number of gamer points comprising the system achievement points for the first game and the first in-game achievement points for the first game; receiving a second maximum number of gamer points achievable for the second game, the second maximum number of gamer points comprising the system achievement points for the second game and the second in-game achievement points for the second game, wherein the second maximum number of gamer points is different than the first maximum number of gamer points; tracking player activity to capture occurrences of the system achievement and the first in-game achievement during the first game, and occurrences of the system achievement and the second in-game achievement during the second game, wherein the tracking is performed at least in part by the console; aggregating the captured occurrences into a profile associated with a user; awarding system achievement points and in-game achievement points for the captured occurrences to the profile, up to the first maximum number for the first game and the second maximum number for the second game; and publishing said profile, wherein the profile is accessible via a user interface of a networked computer system, further wherein the user interface executes independently from the first game or the second game, wherein the number of system achievement points awarded for the first game equals the number of system achievement points awarded for the second game, the number of system achievement points awarded for the first game comprises a different proportion of the first maximum number of gamer points than the number of system achievement points awarded for the second game comprises of the second maximum number of gamer points, and at least one of the steps is performed by the CPU.
 2. The method of claim 1, wherein a first maximum number of in-game achievement points is set as a weighted valued based on the first maximum number of gamer points achievable for the first game.
 3. The method of claim 2, wherein the first maximum number of in-game achievement points is determined in accordance with a level of game difficulty of the first game.
 4. The method of claim 2, wherein the number of system achievement points awarded for the system achievement is fixed for a plurality of games including at least the first game, the second game, and a third game.
 5. The method of claim 1, wherein the profile includes information that identifies the number of points awarded to the profile.
 6. The method of claim 1, wherein said profile includes at least one of a trophy, title, description, date, screen snapshot and media captured when the user achieved the first in-game achievement.
 7. The method of claim 1, wherein the first in-game achievement is achievable by the user reaching a game condition of the first game, the game condition being different from winning the first game.
 8. The method of claim 1, wherein the system achievement is achievable in the first game by the user reaching a game condition of the first game, the game condition being different from winning the first game.
 9. The method of claim 1, wherein the first in-game achievement is achievable by the user reaching a game condition of the first game, the game condition not being associated with a score of the user for the first game.
 10. The method of claim 1, wherein the system achievement is achievable in the first game by the user reaching a game condition of the first game, the game condition not being associated with a score of the user for the first game.
 11. The method of claim 1, wherein the system achievement is one of a plurality of system achievements achievable via game play in both the first game and the second game, the plurality of system achievements including: first sign-in to a title associated with the first game or the second game; completing a first session within the first game or the second game; completing a first hour of the first game or the second game; completing 100 sessions with the first game or the second game; completing 10 hours of the first game or the second game; and completing the first game or the second game.
 12. A computer readable storage device having stored thereon computer executable instructions for providing a game achievements system in a gaming environment, said instructions comprising steps for: defining system achievements, wherein each of the system achievements is achievable via game play in each of a plurality of system achievement eligible games associated with the gaming environment, and wherein each individual system achievement is associated with a predetermined number of system achievement points comprising a portion of a maximum number of points awardable by a corresponding individual system achievement eligible game, and the predetermined number of system achievement points comprises different proportions of the maximum number of points awardable for at least two of the system achievement eligible games; receiving definitions of predetermined in-game achievements for at least a first game of the plurality of system achievement eligible games and a second game of the plurality of system achievement eligible games, in-game achievements being obtained by completing an in-game goal and the in-game achievement being associated with text describing the achievement and an image, wherein the in-game achievements associated with the first game are not achievable via game play of the second game, each of the in-game achievements of the first game and the second game being assigned a predetermined number of in-game achievement points; tracking player activity to capture occurrences of said system achievements and said predetermined in-game achievements, wherein at least a portion of the occurrences of said system achievements or said predetermined in-game achievements are tracked during game play by a console configured to execute the first game and the second game; aggregating the occurrences of said system achievements and said predetermined in-game achievements during game play into a profile associated with a user, wherein the portion of the occurrences tracked during game play by the console are aggregated by the console; aggregating said predetermined number of system achievement points and said predetermined number of in-game achievement points into said profile; maintaining an aggregate number of points for said profile, the aggregate number of points being calculated from at least a first number of in-game achievement points achieved by the user by playing the first game, a second number of system achievement points achieved by the user by playing the first game, a third number of in-game achievement points achieved by the user by playing the second game, and a fourth number of system achievement points achieved by the user by playing the second game; and publishing said profile, wherein the profile is accessible via a user interface of a networked computer system, and wherein the user interface executes independently from a game.
 13. The computer readable storage device of claim 12, wherein said aggregate number of points is a weighted valued based on a total number of points available.
 14. The computer readable storage device of claim 12, wherein said number of in-game achievement points for a specified game is determined in accordance with a difficulty of said specified game.
 15. The computer readable storage device of claim 12, wherein said maximum number of points is fixed for all games.
 16. The computer readable storage device of claim 12, wherein the profile includes information that identifies said aggregate number of points in said user interface.
 17. The computer readable storage device of claim 12, wherein said profile includes at least one of a trophy, title, description, date, screen snapshot and media captured when a player earned said in-game achievement.
 18. The computer readable storage device of claim 12, wherein the user profile includes one or more user settable game preferences.
 19. A system for providing game achievements in a gaming environment, comprising: a processor; and a computer readable storage medium operatively coupled to the processor, the computer readable storage medium comprising: instructions for determining, from information that defines how achievements are earned in a video game, that a user earned an individual achievement while playing the video game, achievements including in-game achievements and system achievements, wherein each of the system achievements is achievable via game play in each of a plurality of system achievement eligible games associated with the gaming environment, and wherein each of the system achievements is associated with a predetermined number of system achievement points for each of the system achievement eligible games, in-game achievements being obtained by completing an in-game goal and the in-game achievement being associated with text describing the achievement and an image, wherein the in-game achievements associated with a first game of the plurality of system achievement eligible games are not achievable via game play of a second game of the plurality of system achievement eligible games, each of the in-game achievements of the first game and the second game being assigned a corresponding predetermined number of in-game achievement points; instructions for displaying an icon associated with the individual achievement while the videogame is executing; and instructions for storing information indicating that the user earned the individual achievement in a user profile for the user, the information including an aggregate number of points for said profile, the aggregate number of points being calculated from at least a first number of in-game achievement points achieved by the user by playing the first game, a second number of system achievement points achieved by the user by playing the first game, a third number of in-game achievement points achieved by the user by playing the second game, and a fourth number of system achievement points achieved by the user by playing the second game, wherein the first game has a corresponding first maximum number of total points, and the second game has a corresponding second maximum number of total points, and the predetermined number of system achievement points for at least one of the system achievements is the same for the first game and the second game, and comprises a different proportion of the first maximum number than of the second maximum number.
 20. The system of claim 19, wherein the computer readable storage medium further comprises instructions for determining that the user earned an individual system achievement.
 21. The system of claim 19, wherein the computer readable storage medium further comprises instructions for viewing the profile.
 22. The system of claim 19, wherein the computer readable storage medium further comprises instructions for transmitting information indicating that the user earned the at least one system achievement to a service provider. 